Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
How does one beef up damage dealt by 2nd lvl Wizard?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Nork" data-source="post: 5416866" data-attributes="member: 59879"><p>I'll echo what has been stated many times: Rangers are strikers, wizards are controllers. Strikers do damage, controllers make the DM angry.</p><p></p><p></p><p>Some Wizard tips:</p><p></p><p>-Minions. They can be really nasty flanking, opportunity attacking, movement blocking pests. Someone has to kill the minions, and wizards can get it done with fewer actions than strikers.</p><p></p><p>Minions have 1 hp, so it does not matter how hard you hit them, only that you hit them. If you have a 100% hit rate against them with magic missile, you are better at killing them than a striker that does a lot of damage but has to make an attack roll.</p><p></p><p>Single actions that can hit more than one target > single actions that hit a single target for a lot of damage when minions are involved.</p><p></p><p></p><p>-Turn Stealing. This is what controllers want to do, they want to steal a monsters turn to make it 'effectively dead'. Low level wizards don't really get many hard control 'bang, you're stunned/banished/dominated' powers at early heroic. However, you can still do it.</p><p></p><p>Readied slide. "I ready an action to slide any monster that ends its movement action adjacent to a party member".</p><p></p><p>Daze. Daze is a tricky status condition, as sometimes it really doesn't hinder monsters, but other times it does. Knowing when to slap a mob with daze will let your wizard be a turn stealer.</p><p></p><p>Dazed monsters can still charge, so they can still move and attack. However, if the monster has a bad charge attack but a really horrible nasty attack, then slap it with a daze to force it to use its pitiful attack.</p><p></p><p>Dazed monsters MUST charge if they want to move and attack. Chargers MUST move at least 2 squares to charge. If a PC is one square away from the monster, then the monster can not charge them. Turn stolen.</p><p></p><p>Dazed monsters may not make immediate actions. Sometimes those actions are REALLY nasty, nasty to the point that they are as potent as the attack made during its turn. If you daze it before someone does something that you know will provoke the immediate action, then it can't act. Turn stolen.</p><p></p><p>Artillery monsters. Artillery likes to make ranged attacks, and ranged attacks provoke opportunity attacks. If a striker can manage to get next to one, artillery often likes to shift one square as a move action and then make a ranged attack. If you daze one, it either has to make a dinky melee attack and effectively lose its turn, or it has to eat an opportunity attack from a striker which effectively gives the striker an extra turn.</p><p></p><p></p><p>-Surge evening. 4E is based around a 5 encounter work day. 4 combat encounters and 1 skill challenge before you get an extended rest. If one party member gets beat up and runs out of healing surges, that causes real problems, even if the rest of the party is fine.</p><p></p><p>Slides. If someone is getting picked on, slide one of the monsters away from them and next to the defender or a party member with a lot of surges remaining. Odds are the monster won't eat an opportunity attack to go back to its previous target and will attack the new target.</p><p></p><p></p><p>-Environmental Hazards. Bottomless pits + slide = awesome damage. When you force movement into a hazard they get a saving throw against the movement, but still, if the hazard is sufficiently nasty a 45% chance to "THIS IS SPARTA" something is still great.</p></blockquote><p></p>
[QUOTE="Nork, post: 5416866, member: 59879"] I'll echo what has been stated many times: Rangers are strikers, wizards are controllers. Strikers do damage, controllers make the DM angry. Some Wizard tips: -Minions. They can be really nasty flanking, opportunity attacking, movement blocking pests. Someone has to kill the minions, and wizards can get it done with fewer actions than strikers. Minions have 1 hp, so it does not matter how hard you hit them, only that you hit them. If you have a 100% hit rate against them with magic missile, you are better at killing them than a striker that does a lot of damage but has to make an attack roll. Single actions that can hit more than one target > single actions that hit a single target for a lot of damage when minions are involved. -Turn Stealing. This is what controllers want to do, they want to steal a monsters turn to make it 'effectively dead'. Low level wizards don't really get many hard control 'bang, you're stunned/banished/dominated' powers at early heroic. However, you can still do it. Readied slide. "I ready an action to slide any monster that ends its movement action adjacent to a party member". Daze. Daze is a tricky status condition, as sometimes it really doesn't hinder monsters, but other times it does. Knowing when to slap a mob with daze will let your wizard be a turn stealer. Dazed monsters can still charge, so they can still move and attack. However, if the monster has a bad charge attack but a really horrible nasty attack, then slap it with a daze to force it to use its pitiful attack. Dazed monsters MUST charge if they want to move and attack. Chargers MUST move at least 2 squares to charge. If a PC is one square away from the monster, then the monster can not charge them. Turn stolen. Dazed monsters may not make immediate actions. Sometimes those actions are REALLY nasty, nasty to the point that they are as potent as the attack made during its turn. If you daze it before someone does something that you know will provoke the immediate action, then it can't act. Turn stolen. Artillery monsters. Artillery likes to make ranged attacks, and ranged attacks provoke opportunity attacks. If a striker can manage to get next to one, artillery often likes to shift one square as a move action and then make a ranged attack. If you daze one, it either has to make a dinky melee attack and effectively lose its turn, or it has to eat an opportunity attack from a striker which effectively gives the striker an extra turn. -Surge evening. 4E is based around a 5 encounter work day. 4 combat encounters and 1 skill challenge before you get an extended rest. If one party member gets beat up and runs out of healing surges, that causes real problems, even if the rest of the party is fine. Slides. If someone is getting picked on, slide one of the monsters away from them and next to the defender or a party member with a lot of surges remaining. Odds are the monster won't eat an opportunity attack to go back to its previous target and will attack the new target. -Environmental Hazards. Bottomless pits + slide = awesome damage. When you force movement into a hazard they get a saving throw against the movement, but still, if the hazard is sufficiently nasty a 45% chance to "THIS IS SPARTA" something is still great. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
How does one beef up damage dealt by 2nd lvl Wizard?
Top